JETTYSNOOK occupies Pier 7, a weathered shipping-terminal at the edge of a gray-green sea. Seven harbor-hands work the docks in shifts timed to the tide, each one a specialist in salvage, signal, or slow-construction. We don't use engines; we use winches, pulleys, and the pull of the moon. The screen is the water; the game is the signal that travels across it.
A game begins as a hull-fragment washed up in a storm — a shape that suggests a story. We drag it from the surf, repair what's broken, and launch it back out with a lantern on its bow. The interaction is the casting; the win condition is the moment the signal reaches the far shore and lights something there. If the tide takes it, the harbor remembers. The sea provides the wreck; the hand provides the repair. The lantern provides the way.
The atelier keeps one rule from the First Mooring: *a game that cannot wait for the tide is not worth launching*. The mark is a rust-stamp in oxidized-teal, pressed into the hull once per voyage. The pier provides the patience; the signal provides the reach. The harbor provides the truth.
07Harbor-Hands
14nmSignal Range
∞Tide-Cycles